Cobblestone T side A-long control power play default

This is a strong defaultish strat to get an early advantage in map control an man power. Should be done often, but not so often that it becomes predictable. It is only for the start of the round and after doing it you can go anywhere.

SPOTS

Three players rush A long

One player watches mid

One player lurks around B halls

BUYS

This strat can be effective with almost any weaponry. The guy who has the best spawn for long A should buy one or preferably two flashes. If the CTs have a strong economy, buy a smoke to put out possible mollies as you’re rushing A long.

STRAT

The aim of the round is to get A long control fast and probably a pick if the CTs are putting anyone there. The first player going long will flash it twice. Everyone will keep rushing so it will be very hard for any one player to kill more than one. Most likely he will fall back or die. After getting A long control, the players pushing should go down danger and clear mid. This will deny the CTs any info of what site the Ts are looking to execute on and will sow confusion. If you’re not executing on A instantly, don’t peek it. No need to give any rotating AWPs a shot.

After clearing long and mid doors, the round can develop any way you want. Depending on how many enemy players are holding these positions, you should at least have equal numbers, if not an advantage. Usually it’s a good idea to leave one player lurking A to get info (if you have at least 4 alive), if you decide to go back towards B. Of course you could always just smoke off doors and hit A, especially if you got two picks while pushing.

If you execute this opening strat multiple times during the half, the enemy team might start putting more players towards A. This means B is now easy pickings. The player lurking B should play extremely passive at the start of the round. He has massive backstab potential from drop, as long as he doesn’t lurk it till the end of the round Happy style.

If the enemy just starts playing farther back on A site as a result of losing rounds because of early aggression, this is also good since you can just buy full smokes and mollies and make A site into a war zone.